gl_shader_manager: Invert conditional in SetShaderUniformBlockBinding()

This lets us indent the majority of the code and places the error case
first.
master
Lioncash 2018-08-04 02:57:08 +07:00
parent dde5dce736
commit 3b678b9e8e
1 changed files with 9 additions and 7 deletions

@ -13,14 +13,16 @@ namespace Impl {
static void SetShaderUniformBlockBinding(GLuint shader, const char* name, static void SetShaderUniformBlockBinding(GLuint shader, const char* name,
Maxwell3D::Regs::ShaderStage binding, Maxwell3D::Regs::ShaderStage binding,
size_t expected_size) { size_t expected_size) {
GLuint ub_index = glGetUniformBlockIndex(shader, name); const GLuint ub_index = glGetUniformBlockIndex(shader, name);
if (ub_index != GL_INVALID_INDEX) { if (ub_index == GL_INVALID_INDEX) {
return;
}
GLint ub_size = 0; GLint ub_size = 0;
glGetActiveUniformBlockiv(shader, ub_index, GL_UNIFORM_BLOCK_DATA_SIZE, &ub_size); glGetActiveUniformBlockiv(shader, ub_index, GL_UNIFORM_BLOCK_DATA_SIZE, &ub_size);
ASSERT_MSG(static_cast<size_t>(ub_size) == expected_size, ASSERT_MSG(static_cast<size_t>(ub_size) == expected_size,
"Uniform block size did not match! Got {}, expected {}", ub_size, expected_size); "Uniform block size did not match! Got {}, expected {}", ub_size, expected_size);
glUniformBlockBinding(shader, ub_index, static_cast<GLuint>(binding)); glUniformBlockBinding(shader, ub_index, static_cast<GLuint>(binding));
}
} }
void SetShaderUniformBlockBindings(GLuint shader) { void SetShaderUniformBlockBindings(GLuint shader) {